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Hello, now is the time to start designing.
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From this lecture,
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students will have time to work on an actual drawing.
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We're going to design using what we've practiced before.
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Based on what we are going to design today,
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we're going to draw an illustration later.
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If you're copying my examples as you're taking this lecture,
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I think
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you can follow the tempo I'm drawing at.
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The main course of our class starts today.
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If possible, try drawing along during the class.
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I think it'd be good if you draw with me.
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Before we go in, let's wrap this up.
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Design.
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Some get scared of the word itself.
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Because they assume it's going to be too hard,
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and it's not for us but for professionals.
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Subtitled by
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We compress knowledge for you!
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Some people think like that.
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Let's talk about what design is.
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Does a design have to be complicated?
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Should it be complicated?
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What's important?
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How should we practice?
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We're going to talk about these things.
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First of all, I'm going to show you the designs that I drew while scribbling.
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Let's open a few up and talk about them.
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When I am designing,
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I emphasize the importance of the concept.
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You can say it's the first impression.
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What kind of impression do you have when you first see your character?
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And if ten people look at it,
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would those ten people say the same things about it?
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I think it's very important.
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llustration shows the difference between cartoons and animation.
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The difference is
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you can draw a lot of pieces for cartoons and animation.
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And you get to see the character several times.
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So, even if it's not unique in design,
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there's a place where you can express the charm
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of this character.
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But on the other hand, what we're doing right now,
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or the design that you're going to experience,
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with just this one piece,
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to be honest, all the charm of this character,
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even if it's not all the charm,
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you need to be able to show most of its charm.
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And when you think you have expressed that,
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but the viewer doesn't agree,
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this could end up being a failed illustration.
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Illustration is like a language.
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I talk about something and the other person gets it.
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From the point of view of going through this process,
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in a way, it's a language.
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I like comparing cooking to drawing.
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There's a theme for this character,
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and according to the recipe you made,
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you have to cook and serve it.
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But it needs to fit well with the restaurant.
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For example, if you open a kimchi stew restaurant,
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and if you sell omelet rice, that's not too bad.
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But it's kind of awkward if they sell spaghetti all of a sudden.
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So it's important to make sure
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the viewers enjoy it.
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If you look at a few designs,
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when you look at them, the design of each character,
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unlike your expectations,
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may not be expressed in detail.
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Some may look comfortable,
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and some may look simple,
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while there are smaller ones.
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But what's most important is
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the first impression of the character.
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You may think that this character looks calm
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and that it looks formal.
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On the other hand, this character could look cheeky.
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It looks like it is sneaky, but does a good job at the same time.
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This one looks like it won't talk much.
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This one looks authoritative.
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You can see these personalities at first glance
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and whether you can accept these differences
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would be very important in character design.
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Therefore,
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today, we're going to talk about
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how to put it into our design.
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Let's go back to the beginning.
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Should design be complex?
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I don't think so.
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Of course, if you are drawing concept art,
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and prepare a portfolio,
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it's good to draw it in detail, when you make a portfolio.
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A portfolio shows
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that you can depict things in detail.
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So, you would need to have detailed drawings for it.
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But, other than that, it's not necessary.
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Then what do you need?
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It doesn't have to be complicated.
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But there's one thing you need instead.
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It's tempo adjustment.
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Some people say it's about controlling strengths and weaknesses.
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Some people talk about the rhythm of the design.
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What are these strengths and weaknesses?
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Even if the design is widely spread,
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there needs to be a point where we can focus.
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Let's talk about the three elements of the illustration again.
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Point, line, and plane.
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The planes are what determine the overall first impression.
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How do the clothes look?
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Is the middle area hollowed out?
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Or are there a lot of accessories?
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Are the clothes spread out?
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Or do they stick to the character?
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The overall plane arrangement
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decides the character's first impression.
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Now, the linear elements
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induce the gaze.
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And if there are points,
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the gaze would stop there.
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Let's look at an example.
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If we're looking at this character on the left,
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our eyes would follow the black areas
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and our gaze would stop
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at the skin area in the middle.
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And the parts where the eyes stop,
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you can assign parts
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to show off your character's sexiness.
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It's an element to make
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the overall impression of the character sexy.
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Or the one on the right side,
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I'm going to place the key elements in between,
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to make it easy to focus.
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You can design a nice illustration,
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through linear elements
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and point elements.
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That means, these point elements,
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it'd be good if you can focus more on them compared to other things.
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Let's say there are detailed designs in this part.
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It has complicated designs.
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Then it needs to be a lot more complicated than it is now.
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Otherwise, although it's an item that needs to draw attention,
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it can't play that role.
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So, it's only a relative thing.
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The more complicated this side is, the more complicated it has to be.
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If it looked simple,
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this much is fine.
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So what's important about design is,
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it doesn't have to be complicated.
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If it's a complicated section,
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place fewer elements where you want the eyes to take a break.
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It's very important to control the strengths and weaknesses.
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There are a lot of interesting designs that use this.
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If you look at well-designed illustrations,
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if you observe the strong and weak elements,
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you'll be able to see some pretty interesting illustrations.
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To give an example of weakness,
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for this one, the middle part...
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if they were all black,
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it wouldn't be too bad, but it could have looked a bit bland.
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I'm going to change this area to skin.
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And you can place elements that are used for dolls on the skin.
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It looks like it was broken.
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And by giving a strong impression in the center,
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it arranges the section that draws attention to the design.
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I'm going to use that to add more flavor to my illustration.
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This is the control of strength and weakness.
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What you need is your charm.
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In the end, the character that you drew
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needs to be able to approach people in a charming way.
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For those who want to work in the field,
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it should be commercially popular.
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It's a selling point.
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Can you actually sell this?
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People often ask me if I can sell it for money.
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Then, where does its charm come from?
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There can be a lot of things.
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Where can we find charm?
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It's going to be connected with an important point.
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Charm is very important.
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If the answer for both is charm,
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where will this charm come from?
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Should it just look pretty?
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Or is it the setting?
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Colors can be a part of the visual elements.
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There could be a lot of things like that.
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Actually, all of these are included.
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It's important how well the combination works,
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using all of them.
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Of course, it has to look pretty,
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and the setting,
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how much the character design shows personality
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when it comes to showing off your charm,
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it plays an important role.
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Then what should we do
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to put this setting
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in that pretty visual element?
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In a way, it could be very simple.
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It's a story.
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Subtitled by
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In the end, the story
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means that you need to be able to put it in the visual element.
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Let's draw this and talk about it.
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I think it's going to contain a very majestic story,
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but it's not such a big deal.
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Here's a simple-looking wizard.
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Today, we're going to adjust this around,
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and put it in a unique style.
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The charm that I mentioned earlier,
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we are going through the way to expresss it intensively.
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I'm going to talk about it from now on.
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In the previous lecture, we were talking about
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the gaze and silhouettes.
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How to draw hair lumps.
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How the wind blows.
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We learned these things.
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So, by using those,
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in this class we will learn how to apply them.
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Let's use them to decorate this.
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I copied and pasted the character.
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Let's take a look at it part by part.
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Just in case, let's make the screen bigger.
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First of all,
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I said give it a story.
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Let's find out exactly what story means.
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The story seems really majestic.
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But to be honest, it's nothing.
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This is a normal wizard now.
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Let's add the story here.
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How do you put it in?
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Let's look at the character's universe.
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For example, this character
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Let's go for an alternate historical background first.
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Let's say it's a fantasy,
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or science fiction.
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Depending on what it is, the design will change a lot.
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For example, this has
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a science-fantasy like design that we can see often
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in mobile games these days.
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If it's a science-fantasy design,
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how will it change?
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For example,
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the character's wand could be more mechanical.
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Because the crystal ball
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in the middle looks like it's for fantasy settings.
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We could replace it with a small jewel
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to make it look like it's from a science-fantasy game.
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Or, because it's in a science-fantasy setting, we can place belts around it.
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Because the trend these days is techwear.
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You can change the clothing
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so that it looks like techwear.
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Or, this is something used for fantasy too, but,
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we can also use it here because it is casual style.
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You can make the inside of the hair shine.
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What pops into your mind when we say there's a sci-fi magician?
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You could draw drones.
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Usually, wizards speak in European languages.
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Because it's in a sci-fi setting, you can draw drones
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that look futuristic.
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Things that look like this,
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or two of the same things are going around,
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or you can give the two drones personality,
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to change the design.
263
00:13:55,219 --> 00:13:57,521
While doing one more sci-fi thing,
264
00:13:58,510 --> 00:14:00,937
I can add more elements.
265
00:14:00,971 --> 00:14:03,285
I did some details with the wand,
266
00:14:03,361 --> 00:14:06,330
and there's a techwear bracelet on the arm,
267
00:14:07,496 --> 00:14:11,071
or drones in the back,
268
00:14:11,362 --> 00:14:14,321
so, with this kind of concept,
269
00:14:14,355 --> 00:14:17,942
there will be more elements for the character.
270
00:14:18,109 --> 00:14:21,654
Let's use the ones that are attractive only.
271
00:14:21,905 --> 00:14:24,502
You will be able to add to your character's own charm.
272
00:14:24,678 --> 00:14:27,725
So when you go into the design, the story part,
273
00:14:27,809 --> 00:14:29,698
the more I think about it,
274
00:14:30,346 --> 00:14:33,083
you can add a lot of charm to it.
275
00:14:33,142 --> 00:14:36,063
How should I study to think about things like this?
276
00:14:36,088 --> 00:14:38,232
Let's talk about it briefly.
277
00:14:40,259 --> 00:14:41,234
It's a thought process.
278
00:14:44,005 --> 00:14:48,396
Like a word chain game, keep saying the words that come to mind.
279
00:14:48,523 --> 00:14:51,128
There was a game like this in the past.
280
00:14:51,153 --> 00:14:54,333
If you go to a convenience store, there are... and...
281
00:14:54,334 --> 00:14:57,917
Similar to that, I thought of sci-fi.
282
00:14:58,050 --> 00:14:59,659
What could you come up with when it comes to science fiction?
283
00:14:59,684 --> 00:15:01,188
A mechanical wand.
284
00:15:02,186 --> 00:15:03,173
What else?
285
00:15:03,232 --> 00:15:04,421
Drones.
286
00:15:04,882 --> 00:15:06,487
There's something else called techwear.
287
00:15:07,207 --> 00:15:08,527
What else could come up?
288
00:15:08,611 --> 00:15:12,227
If there are numbers and symbols, it seems like sci-fi.
289
00:15:12,403 --> 00:15:15,767
For example, like this,
290
00:15:17,517 --> 00:15:18,828
or something like this.
291
00:15:23,400 --> 00:15:26,142
I don't know why, but there are four or one in there.
292
00:15:26,542 --> 00:15:28,498
If you have that, it can be sci-fi-like.
293
00:15:28,632 --> 00:15:31,078
There are point colors,
294
00:15:36,680 --> 00:15:38,353
and shiny items,
295
00:15:39,588 --> 00:15:42,509
luminous items that are rare in real life.
296
00:15:51,236 --> 00:15:52,928
Or you can use metal.
297
00:15:53,334 --> 00:15:55,196
What else is there when it comes to science fiction?
298
00:15:55,600 --> 00:15:58,167
That's how you should think about it.
299
00:15:59,080 --> 00:16:01,200
The more you can write it down,
300
00:16:01,225 --> 00:16:03,103
the more it will help you design.
301
00:16:04,232 --> 00:16:05,486
Then this is the first one.
302
00:16:05,511 --> 00:16:07,548
The first way was to apply the story.
303
00:16:08,148 --> 00:16:11,223
Now let's dig into the details.
304
00:16:12,590 --> 00:16:14,832
There are points, lines, and planes.
305
00:16:18,228 --> 00:16:21,213
Let's think about planes first.
306
00:16:21,813 --> 00:16:24,388
I'm going to apply my personality to this character.
307
00:16:25,892 --> 00:16:28,456
The personality that came out after the story,
308
00:16:28,468 --> 00:16:29,819
I'm going to put it in.
309
00:16:29,877 --> 00:16:32,892
This character has a calm impression.
310
00:16:32,925 --> 00:16:35,455
For the first time, I'm going to play a calm character.
311
00:16:35,480 --> 00:16:36,609
Let's move on.
312
00:16:37,175 --> 00:16:40,148
Being calm and the position that comes out of the game is
313
00:16:40,173 --> 00:16:42,400
not like the final boss.
314
00:16:42,475 --> 00:16:45,113
It would be a wizard
315
00:16:45,138 --> 00:16:48,544
who's just finished their apprenticeship
316
00:16:48,728 --> 00:16:51,598
and was hired as a new recruit.
317
00:16:51,623 --> 00:16:53,967
Let's design it like that.
318
00:16:54,594 --> 00:16:56,558
When we learned about the silhouette in the previous lecture,
319
00:16:56,667 --> 00:17:00,323
remember triangle, diamond, 8-shaped compositions. We learned about them a lot.
320
00:17:00,432 --> 00:17:03,530
What was the one that gives you a calm impression?
321
00:17:04,073 --> 00:17:05,330
It was a triangle.
322
00:17:05,680 --> 00:17:09,084
Then, we are going to apply a triangle silhouette
323
00:17:09,109 --> 00:17:10,527
to the character's outfit,
324
00:17:10,603 --> 00:17:12,635
but if it looks too calm,
325
00:17:12,819 --> 00:17:14,515
it may look like a great wizard.
326
00:17:16,626 --> 00:17:21,311
With a long white beard,
327
00:17:21,344 --> 00:17:23,586
it will look as if it's going to use sophisticated magic.
328
00:17:23,611 --> 00:17:25,942
So, let's avoid using the triangular silhouette.
329
00:17:25,955 --> 00:17:30,544
Then what should we do?
330
00:17:31,380 --> 00:17:32,925
Let's mix triangles and diamonds.
331
00:17:33,292 --> 00:17:34,405
Let's move on.
332
00:17:38,571 --> 00:17:41,757
I'm going to make the outfit on this arm float a bit more.
333
00:17:47,915 --> 00:17:50,263
Previously, I told you that with clothes,
334
00:17:50,288 --> 00:17:52,492
it's better to make
335
00:17:52,517 --> 00:17:53,705
long hands.
336
00:17:54,230 --> 00:17:56,073
Talking about deformers,
337
00:18:09,373 --> 00:18:13,346
if you want to prepare something like concept art,
338
00:18:13,371 --> 00:18:15,704
there's one thing you have to think about at this stage.
339
00:18:15,972 --> 00:18:17,816
When you work on concept art,
340
00:18:17,873 --> 00:18:21,412
depending on the specifications of the game you're going to work on,
341
00:18:21,592 --> 00:18:26,256
there are a lot of times when you can't work on the design.
342
00:18:26,406 --> 00:18:29,506
For example, this design right now,
343
00:18:29,531 --> 00:18:31,666
if you look at it in 3D, it's a skirt,
344
00:18:31,800 --> 00:18:34,465
but there are a lot of areas where the sleeves overlap.
345
00:18:34,490 --> 00:18:36,642
You might need to change the design.
346
00:18:37,017 --> 00:18:40,733
If it's overlapped, when you observe it in the game,
347
00:18:40,758 --> 00:18:42,398
it makes it look awkward.
348
00:18:42,423 --> 00:18:44,333
Or your arms can go through your body,
349
00:18:44,483 --> 00:18:46,900
or whenever the character moves their arm, the skirt may be lifted.
350
00:18:46,925 --> 00:18:48,350
It ends up flipping a lot.
351
00:18:48,992 --> 00:18:52,500
I'm sure people who play games have experienced this before.
352
00:18:53,025 --> 00:18:56,148
Some items are restricted so that you can't do that.
353
00:18:56,173 --> 00:19:00,202
If you're studying for an examination for concept art,
354
00:19:00,227 --> 00:19:03,800
when it comes to the specifications of the game,
355
00:19:03,825 --> 00:19:07,142
It's good to remember the parts that you can't express.
356
00:19:07,283 --> 00:19:10,298
It's hard to express the see-through style.
357
00:19:10,323 --> 00:19:13,646
Or items that have a lot of layers.
358
00:19:13,896 --> 00:19:18,042
Or if the design is too flat and you just put in the pattern,
359
00:19:18,067 --> 00:19:20,225
sometimes it may look ugly in 3D.
360
00:19:20,952 --> 00:19:23,777
It'll be even better
361
00:19:24,210 --> 00:19:26,700
if you think about a lot of items with limitations.
362
00:19:26,850 --> 00:19:28,833
Let's keep going.
363
00:19:30,508 --> 00:19:32,106
Let's change our facial expressions a little bit.
364
00:19:32,108 --> 00:19:34,873
So to make it a bit calmer than now,
365
00:19:38,050 --> 00:19:39,935
when we have the word 'calm' in mind,
366
00:19:39,960 --> 00:19:42,392
and when we ask ourselves if it's closer to being cute or pretty,
367
00:19:42,417 --> 00:19:43,579
being calm would be closer to being pretty.
368
00:19:44,817 --> 00:19:46,613
This is a quick review with faces.
369
00:19:49,090 --> 00:19:51,204
When we want to draw a beautiful face,
370
00:19:51,237 --> 00:19:54,592
we need to add detail to the facial features.
371
00:19:57,352 --> 00:19:59,483
I'm going to depict the eyelashes.
372
00:20:04,898 --> 00:20:08,027
To make the first impression look pretty,
373
00:20:08,052 --> 00:20:09,244
retouch the eye area a bit more.
374
00:20:17,592 --> 00:20:20,288
I think it'd be good if there was a cute element, too.
375
00:20:20,313 --> 00:20:22,442
The hairband will add to that part.
376
00:20:23,273 --> 00:20:24,710
I'll put one in.
377
00:20:30,285 --> 00:20:33,723
I'll make the silhouette as wide as possible,
378
00:20:36,212 --> 00:20:38,221
to increase the casualness.
379
00:20:38,513 --> 00:20:41,562
I'm going to add the silhouette of the hair.
380
00:20:42,863 --> 00:20:44,946
Overall, it's a triangle silhouette
381
00:20:44,971 --> 00:20:47,341
and a diamond silhouette,
382
00:20:47,425 --> 00:20:49,444
The character has a more wizard-like vibe.
383
00:20:49,469 --> 00:20:51,104
You'll be able to see that it's getting closer.
384
00:20:51,321 --> 00:20:53,717
Compared to the existing complete apprenticeship wizard,
385
00:20:53,742 --> 00:20:55,831
it looks like a wizard with a certain level.
386
00:20:56,406 --> 00:20:57,581
If you are done up to here,
387
00:20:57,606 --> 00:21:00,553
we've cleared the first assignment I wanted to go through.
388
00:21:02,056 --> 00:21:04,504
I wanted to make the hat a little longer,
389
00:21:05,000 --> 00:21:07,081
and raise the level.
390
00:21:11,921 --> 00:21:14,029
Let's fix the silhouette of the weapon now.
391
00:21:14,388 --> 00:21:17,496
As I said before, I want to upgrade the level.
392
00:21:17,521 --> 00:21:20,217
It'd be nice if the weapon looks heavy.
393
00:21:23,004 --> 00:21:26,348
From here, it's good to refer to references,
394
00:21:26,835 --> 00:21:28,160
such as illustration materials.
395
00:21:28,185 --> 00:21:30,419
It might be better to refer to those things.
396
00:21:31,094 --> 00:21:35,148
I'm filming a class video right now.
397
00:21:35,181 --> 00:21:36,490
So I can't look at the references.
398
00:21:39,623 --> 00:21:43,090
You students are not filming, so take a look at the references.
399
00:21:43,448 --> 00:21:44,669
Feel free to use them.
400
00:21:44,902 --> 00:21:46,748
But this is sci-fi.
401
00:21:46,773 --> 00:21:48,879
It's the only concept we have.
402
00:21:48,904 --> 00:21:51,087
It's going to be hard to give it a unique design.
403
00:21:51,315 --> 00:21:54,429
Then should I add one more setting?
404
00:21:54,663 --> 00:21:56,492
Let's go back to that point.
405
00:21:59,177 --> 00:22:01,250
What kind of setting can we apply to it?
406
00:22:01,367 --> 00:22:04,439
We put the numbers in.. What else comes to mind when you think of numbers?
407
00:22:04,600 --> 00:22:06,025
You can give
408
00:22:07,703 --> 00:22:09,283
an experiment-like vibe to it.
409
00:22:10,321 --> 00:22:12,604
I came up with a calm character.
410
00:22:15,297 --> 00:22:17,225
While thinking of a calm character,
411
00:22:17,492 --> 00:22:20,490
If I can give the impression of a laboratory,
412
00:22:20,515 --> 00:22:22,748
is it going to be a bit dark?
413
00:22:26,367 --> 00:22:28,935
I don't want to make it look dark.
414
00:22:30,310 --> 00:22:32,719
You may just put an animal in it.
415
00:22:32,940 --> 00:22:34,144
Sharks,
416
00:22:34,983 --> 00:22:35,975
or another animal,
417
00:22:37,150 --> 00:22:40,508
or plants and fruits,
418
00:22:40,533 --> 00:22:42,771
they're very unique items.
419
00:22:42,796 --> 00:22:46,419
With this alternate history, these items...
420
00:22:46,444 --> 00:22:50,796
In other words, if there's a strong point to the design,
421
00:22:50,821 --> 00:22:53,932
the character's design brings out its identity.
422
00:22:54,306 --> 00:22:56,219
I'm going to put an element to this character.
423
00:22:56,244 --> 00:22:58,796
Let's put in a shark.
424
00:23:19,700 --> 00:23:22,085
I can make the side blue,
425
00:23:22,110 --> 00:23:23,965
but if I were to put in a conceptual shark,
426
00:23:26,400 --> 00:23:28,621
you can change the form of the shark's mouth like this.
427
00:23:32,853 --> 00:23:38,177
Except for the belt here,
428
00:23:57,608 --> 00:23:59,508
you can make it into an eye shape,
429
00:24:05,121 --> 00:24:07,984
or in this section, you can put shark teeth,
430
00:24:17,858 --> 00:24:20,725
or you can make the character's teeth sharp.
431
00:24:26,823 --> 00:24:28,771
Other than that,
432
00:24:28,796 --> 00:24:31,179
maybe make a headband which looks like the shape of a shark.
433
00:24:41,900 --> 00:24:45,342
With the concept of the shark,
434
00:24:45,800 --> 00:24:48,869
design elements that can be used for characters that have already been added.
435
00:24:49,402 --> 00:24:53,519
The reason why I think about the story is to use the elements of design,
436
00:24:53,981 --> 00:24:57,592
in a variety of things.
437
00:24:57,617 --> 00:24:58,973
Moreover,
438
00:24:58,998 --> 00:25:02,604
by using the plane elements that we saw earlier,
439
00:25:02,629 --> 00:25:04,710
the character's identity is increasing more and more.
440
00:25:05,273 --> 00:25:08,774
Let's do the drones parting around us like fish.
441
00:25:09,990 --> 00:25:13,252
Because the character has a shark concept, the drones can look like flying fish.
442
00:25:18,410 --> 00:25:19,915
A flying fish...
443
00:25:28,004 --> 00:25:35,019
So change the design of the wand here,
444
00:25:45,168 --> 00:25:47,348
apply the shape of a shark's teeth,
445
00:25:54,019 --> 00:25:56,817
or you can put a fin on the back.
446
00:26:12,765 --> 00:26:14,032
By using the concept of a shark,
447
00:26:14,044 --> 00:26:15,664
we're going to keep adding something.
448
00:26:15,798 --> 00:26:18,283
But the silhouette information that I mentioned earlier,
449
00:26:18,308 --> 00:26:22,988
while maintaining the shape of a diamond in the triangle,
450
00:26:23,396 --> 00:26:26,454
and since it's a calm setting, the overall silhouette
451
00:26:26,479 --> 00:26:30,454
isn't sharp and it doesn't stick out a lot.
452
00:26:30,479 --> 00:26:34,900
Don't go like this at the end.
453
00:26:34,925 --> 00:26:38,340
If it sticks out, it makes it look aggressive.
454
00:26:38,723 --> 00:26:41,897
It'd be nice to reduce those parts little by little.
455
00:26:44,502 --> 00:26:46,100
Let's reduce it bit by bit.
456
00:26:52,777 --> 00:26:55,588
So we've handled the planes from among the points, lines, and planes.
457
00:26:55,613 --> 00:26:57,769
Let's look at the points and the lines,
458
00:26:57,794 --> 00:27:00,983
Let's think about the section where we need to focus our attention.
459
00:27:01,125 --> 00:27:04,771
People will see the face and the hat.
460
00:27:04,796 --> 00:27:07,669
And they are going to come down to the center and spread out on both sides.
461
00:27:07,694 --> 00:27:08,602
Along the sleeve,
462
00:27:09,510 --> 00:27:11,685
with the gaze that widened like that,
463
00:27:11,710 --> 00:27:13,914
the legs will be separated a little bit.
464
00:27:14,215 --> 00:27:16,710
It's separated,
465
00:27:17,185 --> 00:27:18,732
so this is a separate part.
466
00:27:19,090 --> 00:27:21,921
Then choose the section
467
00:27:21,946 --> 00:27:24,038
where you want people to focus their attention.
468
00:27:25,548 --> 00:27:27,650
Choose the section where you want to
469
00:27:27,652 --> 00:27:29,623
draw the viewer's attention beforehand.
470
00:27:29,694 --> 00:27:33,006
Do we want people to pay attention to the shoulders?
471
00:27:33,881 --> 00:27:36,458
Since you put these letters in, it'd be nice if they pay attention to them.
472
00:27:37,008 --> 00:27:39,298
We need to draw attention to the weapon design, too.
473
00:27:39,598 --> 00:27:43,846
Do you want people to look at the legs a little bit,
474
00:27:43,871 --> 00:27:45,860
but not the feet?
475
00:27:46,223 --> 00:27:47,833
Or if people never pay attention to the part you wanted,
476
00:27:48,138 --> 00:27:50,438
then let's adjust it accordingly.
477
00:27:51,246 --> 00:27:53,133
In the section where people should look at first,
478
00:27:53,308 --> 00:27:57,102
we're going to use a point color that's more visible.
479
00:27:58,369 --> 00:28:02,450
When designing, things like black and white,
480
00:28:02,708 --> 00:28:04,943
they're not exactly considered as colors.
481
00:28:05,271 --> 00:28:10,510
We literally say they are achromatic.
482
00:28:10,919 --> 00:28:12,915
Since it's not colored, it's achromatic.
483
00:28:13,356 --> 00:28:15,729
Since these are achromatic colors,
484
00:28:15,754 --> 00:28:17,993
just with the detailed design,
485
00:28:18,005 --> 00:28:18,966
compared to other places,
486
00:28:20,498 --> 00:28:24,206
It also plays a role as a point.
487
00:28:25,681 --> 00:28:30,260
Like this, in the section you wanted,
488
00:28:30,285 --> 00:28:33,433
you can arrange it so that people pay attention to it.
489
00:28:39,202 --> 00:28:41,510
If you want people to look
490
00:28:41,535 --> 00:28:43,133
at the legs a little bit,
491
00:28:46,410 --> 00:28:48,433
add gradation like this.
492
00:28:52,983 --> 00:28:54,890
If there's a gradation,
493
00:28:54,915 --> 00:28:57,269
it will be more visible than before.
494
00:29:05,361 --> 00:29:08,138
And I want the wand part to be seen clearly.
495
00:29:24,988 --> 00:29:30,708
Then by adding a point color,
496
00:29:36,659 --> 00:29:38,930
or a linear element,
497
00:29:39,088 --> 00:29:41,288
that will draw attention to this side,
498
00:29:41,496 --> 00:29:43,665
for example, an effect.
499
00:29:45,944 --> 00:29:48,400
If this effect is coming out here,
500
00:29:48,425 --> 00:29:50,257
it'll catch people's eyes.
501
00:29:59,785 --> 00:30:01,096
By using these kinds of things,
502
00:30:01,121 --> 00:30:02,129
we are making a point where we can concentrate
503
00:30:02,154 --> 00:30:05,392
on this character.
504
00:30:10,277 --> 00:30:12,279
Apply it on the feet just a little bit.
505
00:30:12,281 --> 00:30:14,942
Since it's awkward if you only use the top part,
506
00:30:14,944 --> 00:30:16,362
I'm going to apply it on the bottom as well.
507
00:30:16,364 --> 00:30:18,937
We didn't want to focus on the feet.
508
00:30:19,104 --> 00:30:21,486
So I'm going to add just a little bit.
509
00:30:38,206 --> 00:30:39,569
What else can we do?
510
00:30:39,571 --> 00:30:42,348
Since it's a shark,
511
00:30:53,552 --> 00:30:55,031
you can put the tail in,
512
00:30:55,056 --> 00:30:57,507
or you can draw the shape of the teeth on the clothes.
513
00:30:58,806 --> 00:31:01,875
It's the thinking process again, the shark thing that keeps coming to mind.
514
00:31:03,298 --> 00:31:07,213
The teeth, pointed eyes, flying fish,
515
00:31:08,592 --> 00:31:09,796
and the tail,
516
00:31:10,596 --> 00:31:12,394
it all came to mind from there.
517
00:31:19,590 --> 00:31:22,715
That's the way you make up the design.
518
00:31:26,585 --> 00:31:29,344
Let's take a look at before and after.
519
00:31:29,619 --> 00:31:30,448
Before,
520
00:31:30,848 --> 00:31:31,473
and after.
521
00:31:32,210 --> 00:31:33,525
The character is definitely
522
00:31:33,550 --> 00:31:35,601
more unique.
523
00:31:35,827 --> 00:31:38,029
Between the first impression of the character on the left,
524
00:31:38,054 --> 00:31:40,048
and the first impression of the character on the right,
525
00:31:40,073 --> 00:31:42,131
the two feel different.
526
00:31:42,381 --> 00:31:45,513
The one with the intense first impression will be the one on the left.
527
00:31:46,988 --> 00:31:50,300
When you look at the game character,
528
00:31:50,325 --> 00:31:52,563
I told you that you need to feel
529
00:31:52,588 --> 00:31:54,183
what kind of charm this character has.
530
00:31:54,433 --> 00:31:55,733
So, when we say that,
531
00:31:55,758 --> 00:31:57,660
the character with a first impression so strong
532
00:31:57,685 --> 00:32:00,035
that we can predict its personality
533
00:32:00,119 --> 00:32:01,613
and actions
534
00:32:01,638 --> 00:32:04,387
would be the one on the left.
535
00:32:04,604 --> 00:32:06,552
So when you design it, like this,
536
00:32:06,577 --> 00:32:08,006
put in the story,
537
00:32:08,031 --> 00:32:10,608
and adjust the silhouette according to the personality,
538
00:32:10,633 --> 00:32:12,977
or adjust points, lines, and planes,
539
00:32:13,002 --> 00:32:14,658
by drawing people's attention,
540
00:32:14,683 --> 00:32:16,969
use all the things we've learned so far.
541
00:32:16,994 --> 00:32:20,158
So it's important to use those things to organize it.
542
00:32:20,292 --> 00:32:22,954
In a way, this is what I wanted to say today.
543
00:32:22,979 --> 00:32:24,377
And it's the most important part.
544
00:32:24,402 --> 00:32:28,250
This part would be related to creating the universe of the story, as I mentioned before.
545
00:32:28,275 --> 00:32:29,908
The ability to write a story,
546
00:32:29,933 --> 00:32:33,473
for those who practice concept art,
547
00:32:33,498 --> 00:32:35,556
can be a very important thing.
548
00:32:35,581 --> 00:32:37,506
For those who draw fan art,
549
00:32:37,531 --> 00:32:40,400
you don't have to pay much attention to it.
550
00:32:40,425 --> 00:32:42,721
Why is this important for people who draw concept art?
551
00:32:42,746 --> 00:32:45,190
If you work in the concept art field,
552
00:32:45,192 --> 00:32:47,448
you could be the director of the art team.
553
00:32:47,473 --> 00:32:49,883
Although you could turn into a freelancer later on,
554
00:32:49,908 --> 00:32:52,938
either way,
555
00:32:52,963 --> 00:32:54,233
some of you may want to be a leader.
556
00:32:54,258 --> 00:32:57,498
For those people, this ability is especially important.
557
00:32:57,523 --> 00:33:01,329
The ability to imagine the entire scene while creating a universe,
558
00:33:01,354 --> 00:33:03,154
something that the viewers can understand,
559
00:33:03,179 --> 00:33:05,685
the ability to form that kind of universe itself
560
00:33:05,710 --> 00:33:09,419
in a way, from the perspective of an art designer,
561
00:33:09,421 --> 00:33:12,294
it's a skill that is emphasized a lot in the field.
562
00:33:13,002 --> 00:33:14,517
It's one of my personal episodes, but,
563
00:33:14,542 --> 00:33:17,179
a long time ago, someone asked me
564
00:33:17,204 --> 00:33:18,719
to be their company's art director.
565
00:33:18,744 --> 00:33:22,315
Their content provider told me that
566
00:33:22,340 --> 00:33:25,390
because they think I can create a universe
567
00:33:25,415 --> 00:33:26,985
they felt that
568
00:33:27,010 --> 00:33:29,052
I would be a suitable art director.
569
00:33:29,077 --> 00:33:32,513
When I heard that, I realized that
570
00:33:32,538 --> 00:33:36,731
that kind of skill would be important for character designers.
571
00:33:37,323 --> 00:33:40,481
So, people should be accepting of your designs
572
00:33:40,506 --> 00:33:43,920
and you should be able to put what you want into the designs.
573
00:33:43,997 --> 00:33:46,792
I began to think that these two things are important,
574
00:33:46,817 --> 00:33:49,133
and I wanted to emphasize them to students.
575
00:33:49,158 --> 00:33:51,177
So, let's design characters once more.
576
00:33:51,202 --> 00:33:53,208
Because doing just one example is a bit boring.
577
00:33:54,200 --> 00:33:56,204
what should we do next?
578
00:34:01,511 --> 00:34:04,202
We're going to make different settings.
579
00:34:05,308 --> 00:34:07,683
What can you think up?
580
00:34:07,708 --> 00:34:11,117
If you're just watching this lecture, imagine
581
00:34:11,142 --> 00:34:14,108
what you can add to this character in your head.
582
00:34:14,133 --> 00:34:20,013
I previously made a sci-fi character, so I'll make a character from a fantasy setting.
583
00:34:21,096 --> 00:34:24,276
I'm going to draw a fantasy character.
584
00:34:24,277 --> 00:34:26,256
But, how should I do this?
585
00:34:26,402 --> 00:34:28,977
We just created fish, remember.
586
00:34:29,336 --> 00:34:33,292
So, I'm thinking of a mobile game
587
00:34:33,317 --> 00:34:37,548
where underwater creatures were the main concept.
588
00:34:37,902 --> 00:34:39,513
With these mobile games
589
00:34:39,538 --> 00:34:41,313
that are set in a deep sea background,
590
00:34:41,315 --> 00:34:43,456
the contrast of black and white is evident,
591
00:34:43,481 --> 00:34:45,531
and there was a strong
592
00:34:46,023 --> 00:34:47,279
point color.
593
00:34:47,304 --> 00:34:49,835
There were a lot of characters
594
00:34:49,860 --> 00:34:53,637
with extremely white skin color
595
00:34:53,763 --> 00:34:55,712
or with very lowly saturated skin colors.
596
00:34:55,788 --> 00:34:59,035
I think those designs are unique.
597
00:34:59,681 --> 00:35:00,606
So, let's apply
598
00:35:02,704 --> 00:35:04,615
the underwater setting.
599
00:35:05,397 --> 00:35:09,835
I'd like to tell you that it's good to practice design as much as you can.
600
00:35:09,917 --> 00:35:12,763
It's kind of sad that I have to tell you
601
00:35:12,787 --> 00:35:13,777
to practice as much as you can.
602
00:35:13,802 --> 00:35:14,808
But that's the reality.
603
00:35:14,833 --> 00:35:16,481
So, if you have experience,
604
00:35:16,506 --> 00:35:20,231
there are more things that you can draw.
605
00:35:20,256 --> 00:35:23,460
That's why you need to practice with many different examples.
606
00:35:26,660 --> 00:35:29,046
First, I'm going to lower the overall saturation.
607
00:35:30,855 --> 00:35:42,121
I'll make the black robes into white robes.
608
00:35:47,890 --> 00:35:51,983
I'm going to create a mad character
609
00:35:52,175 --> 00:35:54,127
which is very different from the previous calm character.
610
00:35:57,071 --> 00:35:58,996
But, the key color will be the same.
611
00:35:59,363 --> 00:36:01,373
The key colors would still be
612
00:36:01,375 --> 00:36:04,360
the mint color and the blue color
613
00:36:04,385 --> 00:36:05,231
that I used previously.
614
00:36:05,256 --> 00:36:09,048
I'll make the character into a mad character.
615
00:36:10,698 --> 00:36:12,488
Because we need to practice with different examples.
616
00:36:40,196 --> 00:36:42,917
Let's modify the facial expressions first.
617
00:36:57,921 --> 00:37:00,579
To create a strong impression with the eyes as well,
618
00:37:00,890 --> 00:37:04,452
I'll detail them more, unlike when it was a calm and pretty one.
619
00:37:05,027 --> 00:37:07,019
Then, the eyes would be emphasized.
620
00:37:11,506 --> 00:37:14,929
Let's draw sharp teeth.
621
00:37:23,285 --> 00:37:25,850
I think putting in dark circles would be good, too.
622
00:37:28,841 --> 00:37:30,083
With the overall silhouette,
623
00:37:30,108 --> 00:37:32,890
the previous one had a triangular one.
624
00:37:32,915 --> 00:37:34,242
For the one we're using now,
625
00:37:34,267 --> 00:37:36,698
we don't have to use a triangular silhouette to give a calm impression.
626
00:37:36,723 --> 00:37:39,217
So, let's change the design starting with the sleeves
627
00:37:39,692 --> 00:37:42,604
to make a diamond-shaped robe.
628
00:37:50,665 --> 00:37:52,329
I'll open this area
629
00:37:57,183 --> 00:37:58,992
to make the robe lighter.
630
00:38:04,896 --> 00:38:07,325
It's good to change the pose, too.
631
00:38:32,133 --> 00:38:34,289
When we're designing,
632
00:38:34,302 --> 00:38:35,532
even the postures
633
00:38:35,556 --> 00:38:37,902
have a huge impact on the character's first impression.
634
00:38:38,502 --> 00:38:39,708
So, when you're practicing alone,
635
00:38:39,733 --> 00:38:41,977
it will be good to
636
00:38:42,002 --> 00:38:43,042
control everything and practice.
637
00:38:49,385 --> 00:38:52,035
Let's make the hair pointy
638
00:38:52,067 --> 00:38:53,878
to show the character's temper.
639
00:38:53,896 --> 00:38:56,051
The overall silhouette will be very pointy.
640
00:38:58,092 --> 00:39:01,435
Let's pause a bit and talk about the silhouette.
641
00:39:01,460 --> 00:39:03,000
What is the silhouette?
642
00:39:04,483 --> 00:39:07,016
Let's go over it once more.
643
00:39:07,125 --> 00:39:09,504
I covered it last time,
644
00:39:09,529 --> 00:39:11,375
but there's no harm in knowing this.
645
00:39:12,090 --> 00:39:13,567
In the end, it's this.
646
00:39:13,592 --> 00:39:16,108
If it's sharp, it gives a sharp impression.
647
00:39:16,383 --> 00:39:18,796
If it's square, it'll make a strong impression on the character.
648
00:39:18,996 --> 00:39:21,629
If it's round, it'll make a cute impression.
649
00:39:21,654 --> 00:39:24,135
If it's curved, it'll make a flexible impression.
650
00:39:24,160 --> 00:39:25,485
That's how it works.
651
00:39:25,510 --> 00:39:28,902
What's important is how it's combined,
652
00:39:28,904 --> 00:39:31,744
and maintained.
653
00:39:32,268 --> 00:39:33,367
What I'm saying right now is
654
00:39:33,392 --> 00:39:35,896
this character is a bit sharp,
655
00:39:36,421 --> 00:39:39,092
but with a loose sharpness.
656
00:39:39,117 --> 00:39:42,302
It's a bit cranky, but it's usually quiet.
657
00:39:42,304 --> 00:39:43,746
It feels like it lacks sleep,
658
00:39:43,889 --> 00:39:45,102
it gives that kind of impression.
659
00:39:45,127 --> 00:39:48,727
It's not a very sharp silhouette.
660
00:39:48,994 --> 00:39:52,253
It's kind of sharp, but it maintains a somewhat loose feeling.
661
00:39:52,617 --> 00:39:55,196
So it can go in with the same silhouette.
662
00:39:55,508 --> 00:39:59,267
And if there's a part that breaks the silhouette,
663
00:39:59,727 --> 00:40:02,725
or if there's a part where it's slightly off,
664
00:40:03,083 --> 00:40:06,896
we need to check out whether we can apply these silhouettes
665
00:40:08,038 --> 00:40:09,465
to those sections or not.
666
00:40:09,777 --> 00:40:12,839
For example, even a hat like this,
667
00:40:13,835 --> 00:40:16,156
we look down at the end of the hat,
668
00:40:16,869 --> 00:40:19,185
or I said it will be a droopy silhouette.
669
00:40:21,996 --> 00:40:23,813
So that you can feel that,
670
00:40:27,225 --> 00:40:29,702
you can draw it droopy like this way down.
671
00:40:31,575 --> 00:40:33,079
In every single detail,
672
00:40:33,186 --> 00:40:35,627
We're going to use the drooping silhouette.
673
00:40:38,739 --> 00:40:40,537
I'll loosen up one side like this,
674
00:40:41,623 --> 00:40:44,200
so that you can include these settings, too
675
00:41:03,063 --> 00:41:06,384
and I'm going to rip off the end of the outfit.
676
00:41:07,100 --> 00:41:08,708
The material setting of the outfit is also
677
00:41:08,733 --> 00:41:11,029
one of the important things that you can set up.
678
00:41:11,054 --> 00:41:12,433
It's good to use it together.
679
00:41:12,592 --> 00:41:14,346
It's not that difficult.
680
00:41:14,371 --> 00:41:16,483
If the character is a bit dark,
681
00:41:16,508 --> 00:41:18,002
you may tear the edges apart,
682
00:41:20,154 --> 00:41:23,855
or if you're a strong character, you can make the outfit thicker.
683
00:41:23,857 --> 00:41:24,948
It's like that.
684
00:41:32,746 --> 00:41:34,753
I tried to use fantasy settings.
685
00:41:34,778 --> 00:41:37,300
Don't use too much techwear or things like that.
686
00:41:41,086 --> 00:41:42,696
But there's one thing you can use instead.
687
00:41:42,819 --> 00:41:44,453
I can't use it in sci-fi,
688
00:41:44,478 --> 00:41:46,512
but it's something that can be used in fantasy effectively.
689
00:41:46,696 --> 00:41:48,646
Curved metals.
690
00:41:48,863 --> 00:41:50,582
Why can't I use it in sci-fi?
691
00:41:50,607 --> 00:41:53,190
It's simple, it has a strong fantasy vibe.
692
00:41:54,782 --> 00:41:56,446
So the curved metal is
693
00:41:56,471 --> 00:41:59,903
the exclusive property of fantasy characters.
694
00:42:00,700 --> 00:42:02,382
It's an element that I like, too.
695
00:42:02,407 --> 00:42:05,228
I can't use it when I draw sci-fi characters as well.
696
00:42:05,253 --> 00:42:06,232
It's one of the items that I can't use in sci-fi.
697
00:42:10,688 --> 00:42:12,103
First of all,
698
00:42:40,371 --> 00:42:44,144
I think it'll be good to show the arms like this.
699
00:42:46,113 --> 00:42:48,481
To show a somewhat violent personality,
700
00:42:48,506 --> 00:42:51,342
the normal arm warmers have a very calm impression.
701
00:42:53,079 --> 00:42:54,967
I'll change them to a half glove.
702
00:42:55,994 --> 00:42:58,525
Adjust it to make the character look violent.
703
00:43:01,865 --> 00:43:04,230
And I'm going to change the design of the skirt.
704
00:43:04,232 --> 00:43:05,296
Which one would be good?
705
00:43:05,596 --> 00:43:08,213
If you cover it up like this, the character becomes too calm.
706
00:43:08,971 --> 00:43:11,589
It's a bit different from what I want to do now.
707
00:43:11,800 --> 00:43:14,096
Therefore, I'm going to make it wider.
708
00:43:17,104 --> 00:43:19,879
And as expected,
709
00:43:22,281 --> 00:43:24,215
you have to tear the ends a bit to maintain the character's impression.
710
00:43:28,090 --> 00:43:30,108
These days, even if it's fantasy,
711
00:43:30,133 --> 00:43:32,010
there are a lot of fusion styles of fantasy.
712
00:43:33,265 --> 00:43:35,499
Fantasy with a bit of sci-fi.
713
00:43:35,935 --> 00:43:37,819
So, as time goes by,
714
00:43:37,844 --> 00:43:42,521
it's not like we're preparing a portfolio for fantasy.
715
00:43:42,546 --> 00:43:44,801
These days, people often prepare a lot for science fiction.
716
00:43:44,803 --> 00:43:48,312
The actual number of outsourced orders is also increasing for sci-fi.
717
00:43:48,788 --> 00:43:52,076
So, there are students
718
00:43:52,078 --> 00:43:53,194
who are into fantasy only.
719
00:43:53,219 --> 00:43:57,463
It's sad, but it's time for you to prepare for sci-fi.
720
00:43:57,488 --> 00:43:59,016
I think it's a good decision.
721
00:43:59,058 --> 00:44:01,388
On the other hand, if you're interested in science fiction only,
722
00:44:01,413 --> 00:44:02,592
or you are not into fantasy at all,
723
00:44:02,617 --> 00:44:03,773
those of you who are doing that,
724
00:44:03,798 --> 00:44:06,194
I recommend you
725
00:44:06,219 --> 00:44:07,733
to work on this side, too.
726
00:44:08,779 --> 00:44:10,027
You'll use it someday.
727
00:44:10,668 --> 00:44:14,210
You'll use it someday and you'll have to study various fields,
728
00:44:14,235 --> 00:44:15,752
so you can do it from the other side.
729
00:44:16,492 --> 00:44:17,700
There's something like this.
730
00:44:19,523 --> 00:44:21,217
You can improvise in drawing female characters
731
00:44:21,241 --> 00:44:22,883
and by drawing muscular male characters.
732
00:44:23,013 --> 00:44:25,304
And by studying perspective from a background,
733
00:44:25,329 --> 00:44:27,527
you can make a character more three-dimensional.
734
00:44:27,935 --> 00:44:31,744
Likewise, improving in one area can help with the other areas.
735
00:44:36,571 --> 00:44:38,513
You can use round metals for this character.
736
00:44:38,538 --> 00:44:40,597
Again, we want to make the gaze focus
737
00:44:40,823 --> 00:44:43,302
on this area.
738
00:44:43,756 --> 00:44:47,122
I think placing a belt around this character
739
00:44:47,147 --> 00:44:47,897
would be fine.
740
00:44:47,922 --> 00:44:51,867
But, this pocket makes the character look like
741
00:44:53,300 --> 00:44:55,323
it's from a rural village, not the deep sea.
742
00:44:55,348 --> 00:44:56,629
So, let's delete this.
743
00:44:59,692 --> 00:45:01,318
What else can we do?
744
00:45:01,320 --> 00:45:03,994
If we're creating a character from under the sea,
745
00:45:04,019 --> 00:45:07,519
you can also use teeth.
746
00:45:07,727 --> 00:45:09,410
But, we already drew in teeth for the shark.
747
00:45:09,435 --> 00:45:11,975
Now, let's create a different mood.
748
00:45:12,713 --> 00:45:16,039
I'll make the center of the hat black.
749
00:45:18,079 --> 00:45:20,260
I'll also add the teeth here.
750
00:45:29,502 --> 00:45:32,650
The hat would droop down compared to the one on the left.
751
00:45:40,000 --> 00:45:44,539
Alternatively, we can make a hat
752
00:45:44,867 --> 00:45:46,115
that goes upwards.
753
00:45:48,492 --> 00:45:51,929
I'll make the head droop down.
754
00:45:55,894 --> 00:45:58,642
Some deep sea fish use bait.
755
00:46:01,283 --> 00:46:02,829
So, this character could
756
00:46:03,677 --> 00:46:04,931
look just like that.
757
00:46:09,710 --> 00:46:13,043
We can add more teeth to this area.
758
00:46:18,194 --> 00:46:20,771
These fractured designs
759
00:46:20,796 --> 00:46:23,006
are also characteristics of deep sea characters.
760
00:46:23,490 --> 00:46:25,635
So, let's use these elements as well.
761
00:46:30,940 --> 00:46:34,215
You could add black veins to the side.
762
00:46:46,105 --> 00:46:49,906
To describe the character's personalities more in detail,
763
00:46:50,490 --> 00:46:52,988
because the previous boots had a calm silhouette,
764
00:46:53,013 --> 00:46:56,533
let's draw boots that stick together and are pointing upwards.
765
00:47:00,577 --> 00:47:01,808
The important thing is the silhouette.
766
00:47:02,490 --> 00:47:04,756
Because it's a silhouette that goes generally upwards,
767
00:47:04,781 --> 00:47:07,352
it would be much less calm than the previous one.
768
00:47:18,027 --> 00:47:20,019
If we use the creatures, too,
769
00:47:20,020 --> 00:47:21,984
because we used drones on the left,
770
00:47:21,986 --> 00:47:23,381
remember how this character's a fantasy character?
771
00:47:23,406 --> 00:47:25,985
Then, instead of machine parts,
772
00:47:26,010 --> 00:47:27,733
creatures would be much more adequate.
773
00:47:28,221 --> 00:47:31,677
Because it would be good to draw a monstrous character,
774
00:47:41,064 --> 00:47:42,187
like this,
775
00:47:46,100 --> 00:47:47,329
we can draw something like Cthulhu.
776
00:47:52,004 --> 00:47:54,923
If you don't know what it is, search for it.
777
00:48:05,910 --> 00:48:07,190
It may look like I'm just drawing,
778
00:48:07,215 --> 00:48:08,554
but actually, I'm drawing the teeth.
779
00:48:42,594 --> 00:48:44,219
They look a bit gross, but still,
780
00:48:44,244 --> 00:48:46,325
I can add eyes like this.
781
00:49:04,263 --> 00:49:07,425
And if we change the design of the wand like that,
782
00:49:08,840 --> 00:49:10,781
it should be curved
783
00:49:10,806 --> 00:49:13,590
because we're going for a fantasy setting instead of a sci-fi setting.
784
00:49:14,502 --> 00:49:16,415
To give a fantasy vibe,
785
00:49:16,440 --> 00:49:19,306
curved silhouettes would be better than linear ones.
786
00:49:19,981 --> 00:49:21,004
Accordingly,
787
00:49:33,919 --> 00:49:35,531
I'll do it like this,
788
00:49:37,598 --> 00:49:38,821
or design it like this,
789
00:49:42,975 --> 00:49:44,392
with the same character,
790
00:49:44,417 --> 00:49:46,104
the design can change this much.
791
00:49:48,000 --> 00:49:49,698
From the same character on the right,
792
00:49:49,723 --> 00:49:52,188
the design of the characters on the left and the center,
793
00:49:52,213 --> 00:49:53,839
becomes definitely different.
794
00:49:53,881 --> 00:49:57,240
That's how you look at the process and we call it a variation.
795
00:49:57,265 --> 00:49:59,125
When it comes to variations,
796
00:49:59,150 --> 00:50:02,202
with the same concept, we're increasing the amount of design.
797
00:50:02,227 --> 00:50:06,023
For example, if this is 1, 2,
798
00:50:06,048 --> 00:50:10,600
1-2 and 1-3, that's what we're going to do.
799
00:50:11,375 --> 00:50:13,135
In a way, these things,
800
00:50:13,160 --> 00:50:15,623
belong to a wide variation.
801
00:50:15,648 --> 00:50:19,554
According to the settings you want,
802
00:50:19,556 --> 00:50:22,221
depending on your personality and story,
803
00:50:22,463 --> 00:50:25,561
by adjusting it, you keep increasing the amount.
804
00:50:25,737 --> 00:50:28,418
If you increase the amount, it becomes a pattern.
805
00:50:28,420 --> 00:50:30,346
It's your data.
806
00:50:30,371 --> 00:50:33,504
It will be used for the actual performance.
807
00:50:34,171 --> 00:50:37,238
So I hope you build up as many things as possible.
808
00:50:37,263 --> 00:50:38,540
It's good to practice.
809
00:50:38,565 --> 00:50:41,421
If you're going to follow me through this process,
810
00:50:41,446 --> 00:50:44,618
I hope you design one.
811
00:50:44,719 --> 00:50:46,298
You don't have to be so detailed.
812
00:50:46,323 --> 00:50:48,608
It's enough to be like the character on the right.
813
00:50:48,806 --> 00:50:52,785
It's okay to have a simple design like this.
814
00:50:52,810 --> 00:50:55,196
Let's make it pretty in your eyes.
815
00:50:55,221 --> 00:50:57,725
I hope you try to give it a sense of storytelling.
816
00:50:57,900 --> 00:51:01,127
I hope you make a design like that.
817
00:51:01,252 --> 00:51:02,938
What I designed today is
818
00:51:02,963 --> 00:51:04,519
going to be used later on,
819
00:51:05,419 --> 00:51:08,295
to continue with the illustration work.
820
00:51:08,479 --> 00:51:11,920
I need to think about which one would be better.
821
00:51:12,004 --> 00:51:13,177
Let's wrap this up.
822
00:51:15,681 --> 00:51:18,785
Today, we had a time to study design.
823
00:51:18,810 --> 00:51:20,333
What's important about design is,
824
00:51:21,300 --> 00:51:24,118
first, it doesn't have to be complicated.
825
00:51:24,185 --> 00:51:27,348
Instead, by using the tempo control,
826
00:51:27,373 --> 00:51:32,017
it's better to divide the concentration section.
827
00:51:32,290 --> 00:51:36,996
Check if it's a clear section
828
00:51:37,021 --> 00:51:40,637
that draws attention from these designs, later on.
829
00:51:40,838 --> 00:51:43,394
Check out the designs you've done yourself.
830
00:51:43,419 --> 00:51:45,746
There are certain parts that draw attention.
831
00:51:46,046 --> 00:51:48,910
That's how you control your strength.
832
00:51:48,935 --> 00:51:50,435
So you can be a good design.
833
00:51:50,610 --> 00:51:53,292
Of course, there's a need for some detail in the process.
834
00:51:53,317 --> 00:51:55,156
For those who are preparing for the portfolio,
835
00:51:55,181 --> 00:51:57,929
it's good to practice in detail, too.
836
00:51:59,221 --> 00:52:01,602
What's important about design?
837
00:52:01,604 --> 00:52:03,788
The most important thing is charm.
838
00:52:04,054 --> 00:52:06,565
But there are so many things that create that charm.
839
00:52:06,873 --> 00:52:09,204
The silhouette itself can be charming,
840
00:52:09,229 --> 00:52:11,146
if the character just looks pretty,
841
00:52:11,171 --> 00:52:13,639
or if it has a pretty face, that's part of the design.
842
00:52:13,823 --> 00:52:17,125
It's also important how attractive the character looks.
843
00:52:17,596 --> 00:52:19,322
I didn't tell you before.
844
00:52:19,406 --> 00:52:20,796
When I was in the process of designing,
845
00:52:20,809 --> 00:52:21,932
the color of the character's skin color
846
00:52:21,944 --> 00:52:23,882
changed a little bit.
847
00:52:24,185 --> 00:52:25,988
Even the skin color is part of the design.
848
00:52:26,013 --> 00:52:28,573
We're not designing outfits,
849
00:52:28,598 --> 00:52:30,396
but a character design.
850
00:52:30,421 --> 00:52:32,415
The color of this character's skin is strong.
851
00:52:32,440 --> 00:52:33,421
Why is the saturation low?
852
00:52:33,446 --> 00:52:35,916
Yellow, red, or black?
853
00:52:35,918 --> 00:52:37,133
Depending on these things,
854
00:52:37,158 --> 00:52:39,451
the character's impression changes.
855
00:52:39,453 --> 00:52:42,802
We get into the design by adjusting each one of them.
856
00:52:44,383 --> 00:52:46,513
How do you practice this?
857
00:52:46,804 --> 00:52:48,260
Variation.
858
00:52:48,460 --> 00:52:50,059
Based on the same character,
859
00:52:50,127 --> 00:52:52,019
the story that
860
00:52:52,193 --> 00:52:53,608
you imagined,
861
00:52:53,675 --> 00:52:57,400
I hope you think about it and add more stories to your thoughts.
862
00:52:57,425 --> 00:52:59,402
By adding some settings,
863
00:52:59,427 --> 00:53:02,514
checking the conditions compared to what you imagined,
864
00:53:02,890 --> 00:53:06,239
or whether people interpret it the same way,
865
00:53:06,315 --> 00:53:08,090
keep testing those things.
866
00:53:08,115 --> 00:53:10,702
It's important to practice the design.
867
00:53:10,827 --> 00:53:14,029
The quantity matters in design. The more you try, the more experience you get.
868
00:53:14,072 --> 00:53:16,914
That becomes your own know-how.
869
00:53:17,106 --> 00:53:20,394
So, I can't help this part. We just have to draw a lot.
870
00:53:20,610 --> 00:53:23,633
Especially for those who thought that design was difficult,
871
00:53:23,658 --> 00:53:27,031
I hope you think about that today.
872
00:53:27,190 --> 00:53:29,392
I talked about a lot of things today.
873
00:53:29,417 --> 00:53:32,140
To be honest, I just decorated my wizard character
874
00:53:32,165 --> 00:53:34,633
according to my taste.
875
00:53:34,733 --> 00:53:36,727
I just added the settings that I wanted to add.
876
00:53:36,985 --> 00:53:39,021
And there's a little theory added to it.
877
00:53:39,110 --> 00:53:42,888
So I recommend that you try it without being scared off.
878
00:53:43,321 --> 00:53:44,839
That's all for today.
879
00:53:44,864 --> 00:53:46,735
Next time, by using this,
880
00:53:47,196 --> 00:53:49,205
let's draw an illustration.
881
00:53:49,207 --> 00:53:52,219
Of course, we will go through the subject of light before that.
882
00:53:52,756 --> 00:53:54,223
See you in the next class.
65079
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